The Dota Project - Weapons
This week I decided to take a break from the hero conversion and go back to converting those oh-so-important items you’ll need to buy in Dota. Different heroes require different builds to maximize their potential, and some of the most important items are weapons. Just like in Dungeons & Dragons, doing a lot of damage is important for certain heroes. Your tank may stand in the front of the marching order and take the brunch of the damage, but there’s only so but abuse they can take. Whether in Dota or combat in D&D, your DPS hero needs to jump out and lay waste to the bad guy(s) standing in front of you. It could be a series of quick attacks, a big individual strike with a massive weapon, or burst damage where all those nasty creatures trying to hurt you get hurt themselves instead. No matter which of these your hero excels at, you’ll need to equip yourself with the proper tools to accomplish your goal.
Below you’ll find just some of the converted weapons. For the complete list, check out our Patreon, where I’ll be adding the remainder by Monday. Our Patreon has over 400 items, subclasses, tools, and much more in our Homebrew Horde, with new items added every week.
Abyssal Blade
Weapon (great axe), legendary (require attunement)
This great battle axe was created by demon lord Etlab. Constructed in the forges of his home plane, The Hidden Layer, he gave it to his 1st lieutenant, the Balor Ndulu. When Eltab was captured and imprisoned by an alliance of spellcasters known as the Witches of Rashemen, the Hidden Layer fragmented into various fiefdoms. Ndulu, leading his army into an ill-fated attack into neighboring territory, was defeated and killed, and the axe was lost somewhere in the abyss.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Overwhelm. Instead of making a normal slashing attack, you can instead hit your enemy with the axe’s poll and stun your enemy into submission. Make an attack roll. On a hit, the target takes 1d12 points of bludgeoning damage and must succeed on a DC 18 Constitution saving throw or become stunned until the end of their next turn.
Damage Block. When you are hit by an attack by a creature you can see, you can use your reaction to reduce any damage taken by half.
Blink Dagger
Weapon (dagger), rare (requires attunement)
While wielding this dagger, you can use your action to teleport to any space you can see within 60 feet. You cannot use this ability if you have taken damage since your last turn.
Butterfly
Weapon (longsword), very rare (requires attunement)
The tales called Butterfly a blade of betrayal, for it is said that in the hands of the uncertain swinging, the sword brings a promise of disaster with it. Whether through its treacherous balance or its deceptive weight, the unprepared have been known to pay in blood and bone. Yet, in the grip of the confident, few tools have proven more valuable or deadly. To use the blade properly one must trust it completely, allowing it to wield the user. Follow its weight as it weaves a legato line with the enemy; feel its speed as it meets every staccato strike with one of its own. For the faithful, permitting the Butterfly to lead the course of combat will reward the warrior with a way into the heart of all foes.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, your Dexterity score increases by 1 to a maximum of 20, and your speed is increased by 10 feet.
In addition, when a creature within 30 feet makes an attack against you, you can use your reaction to cast misty step. Once you use this ability, you must finish a short or long rest to use it again.
Desolator
Weapon (polearm), very rare
This glave has a curved, glowing blood-red blade that sits perched atop a petrified redwood shaft. It is a wicked weapon used in torturing political criminals throughout the planes.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 10 points of slashing damage.
In addition, Whenever you hit a creature with an attack, that creature's AC is reduced by 1 for 1 hour. If a creature's AC is reduced to 0, attacks made against the creature have advantage on all attack rolls. Creatures with natural armor are immune to this effect.
Echo Saber
Weapon (scimitar), rare (requires attunement)
A deceptively swift blade imbued with resonant magic.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, after you use this weapon to make an attack on your turn, you can use a bonus action to make an additional attack with it against the same target.
Meteor Hammer
(Weapon, war hammer), rare (requires attunement)
This enchanted hammer was forged of metals was discovered in the ruins of a village destroyed by a great star storm. It glows with a blue hue when wielded, which flares brightly when its powers are activated.
You gain a +1 bonus to attack and damage rolls made with this weapon.
In addition, you can use a bonus action to fire the sapphires into the air to rain down upon your target. Each creature in a 5-foot-radius centered on each point you choose within 60 feet must make a DC 15 Dexterity check. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a success, the creature is not knocked prone and takes half damage.
Silver Edge
Weapon (longsword), very rare (requires attunement)
A weapon forged in the darkness of the Shadowfell, this sword was used to slay an unjust king from a time long forgotten who was betrayed by his closest ally. The kingdom then fell into disarray and chaos. The weapon is made from an unknown purple metal, and the blade is outlined with a fine layer of crushed diamonds.
You gain a +1 bonus to attack and damage rolls with this weapon.
This weapon has three charges. As an action, you can expend a charge to turn yourself invisible as if you had the invisibility spell cast on you. You do not need to maintain concentration to maintain this effect. You have advantage on attacks roll made when invisible and deal an additional 2d8 bonus slashing damage on a hit. You regain all charges at the end of a long rest.
Witch Blade
Weapon (quarterstaff), rare (requires attunement)
A witch blade is a spiteful weapon that inadvertently absorbs a small piece of a former wielder when they die. At first glance, this weapon appears to be a wooden sword with a blade extending from both the guard and the pommel. It is, in fact, a quarterstaff carved to appear as such. It can easily be wielded with one hand by holding the hilt in the middle of the staff.
You can add your Intelligence modifier to damage rolls while attuned to the staff. This staff has 3 charges and regains 1d3 expended charges daily at dawn. On a hit, you can expend 1 charge to deal an extra 2d6 poison damage. That creature must succeed on a DC 15 Constitution saving throw become poisoned for 1 minute.
We’ll get back to the heroes soon, and who knows, maybe we’ll convert some into monsters for our characters to encounter.
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